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Giants Editor

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Enables Claude to drive a live GIANTS Editor 10.x (FS25) session with 59 tools for terrain editing, field creation, asset placement, map audits, and more throug

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Описание

Enables Claude to drive a live GIANTS Editor 10.x (FS25) session with 59 tools for terrain editing, field creation, asset placement, map audits, and more through natural language.

README

Let Claude drive a live GIANTS Editor 10.x (FS25) session. Ask for a river and get a carved riverbed along your spline. Ask for a wheat field and get a game-ready field — polygon, ground, crop, farmland — grown from a closed spline. Ask "what's broken on my map?" and get audits of file references, collisions, traffic splines and farmland assignments. Ask "show me" and Claude looks at your editor and answers.

59 tools across 12 toggleable groups, plus a snippet library that turns any Lua that worked once into a replayable one-liner.

you:    carve a 2m deep creek along creek_spline and paint the bed with mudDark01
claude: spline_adjust_terrain(creek_spline, mode=lower, depth=2, width=6)   [preview → commit]
        spline_adjust_terrain(mode=smooth)                                  [soften banks]
        spline_paint_terrain(creek_spline, layer=mudDark01, width=5)        [bed texture]
        viewport_screenshot()                                               [shows you the result]

Gallery — real output, live editor

wheat field from a spline A field in five calls: closed spline → field_ops create_from_splineset_groundset_fruit wheat 8 — official field structure, cultivated ground, harvest-ready crop.
flattened meadow pad Area tools: terrain_flatten_area + paint_foliage_area fill exactly to the spline boundary (engine-side polygon rasterization).
orthographic top-down tile camera_topdown: orthographic minimap tiles on demand, camera restored exactly afterwards.
catalog tree placed asset_ops: search 5,000+ base-game i3ds, place terrain-snapped into the scene in one call.

Why it's safe to point at your map

Built after (and because of) real editor crashes and eaten maps:

  1. Every write tool previews by defaultcommit=false reports op counts and what would change; only commit=true touches the scene.
  2. Op caps refuse oversized jobs instead of freezing/crashing GE.
  3. Deterministic seeds — the preview IS the commit (same seed, same result).
  4. Placements go into one fresh group — delete it to undo the whole run.
  5. Terrain height ops are two-phase (all reads before writes) so passes never compound; relative lower/raise with identical args invert each other.
  6. Deletion crash-guards — selection cleared first (deleting a selected node crashes GE), root/terrain/camera refused, ids validity-checked.
  7. run_lua is validated against the editor's live globals before it runs; unknown names are refused with suggestions instead of exploding mid-script.

Terrain/foliage paints have no editor undosave_scene first when unsure.

The pieces

Piece Where Job
MCP server ge_mcp/ (Python) tools, validation, safety gates
Poller lua/ge_mcp_poller.lua runs in the editor; executes Lua, captures events
Helper library lua/ge_mcp_helpers.lua auto-injected into the editor on first use
Snippets snippets/*.json your saved, replayable scripts (shareable packs)

Server and editor talk through XML mailbox files in the editor's AppData folder (base64 payloads; race-free single-flight). The editor version is auto-detected.

Quickstart

Claude Desktop, one click: pip install mcp, then drag ge-mcp-<version>.mcpb into Claude Desktop, ask Claude to "run setup with install_poller", start the editor and run Scripts → GE-MCP Bridge. Done. Manual route:

  1. pip install mcp (or pip install -e . in this folder for the ge-mcp command)
  2. Register the server — Claude Desktop claude_desktop_config.json:
    "giants-editor": {
      "command": "python",
      "args": ["D:\\path\\to\\GiantsEditor-mcp\\giants_mcp_server.py"]
    }
    
    (Claude Code: claude mcp add giants-editor -- python D:\path\to\giants_mcp_server.py)
  3. Each editor session: run lua/ge_mcp_poller.lua from the editor's Scripts menu (drop it in %LOCALAPPDATA%\GIANTS Editor 64bit <version>\scripts\ once). The log shows [GE-MCP] bridge armed — you're live.
  4. Ask Claude to ping_editor, then try list_splines or viewport_screenshot.

Full setup details and troubleshooting: INSTALL.md. Complete tool reference: docs/TOOLS.md. How it works inside: docs/ARCHITECTURE.md.

What can I ask it?

Plain English — Claude picks the tools. Real examples that work today:

See and inspect

  • "Take a screenshot of my editor" / "Show me field 12 from above"
  • "Orbit around the old barn and show me all four sides"
  • "What's selected right now?" / "How many hectares is field 3, and how steep?"
  • "Show me the slope heatmap of the viewport" (debug render modes)

Terrain & water

  • "Carve a 2m deep creek along creekSpline, smooth the banks, and paint the bed with mudDark01"
  • "Flatten a building pad inside my pad_outline spline and blend the edges"
  • "Paint rock texture on every slope steeper than 25° inside my quarry spline"

Planting & placing

  • "Place oak trees every 8m along treeline_south with random rotation and scale 0.9–1.2"
  • "Build a fence along paddock_spline — posts every 2.5m"
  • "Find a birch in the base game and place one at 500, 620"
  • "Make my rock pile look natural" (randomize + tilt to slope)

Fields & gameplay

  • "Turn my closed spline into field 22, cultivate it and plant wheat ready to harvest"
  • "Which fields are on the wrong farmland?" / "Paint farmland 14 inside this boundary"

Map quality (run before releasing)

  • "Back up my map" — always before a painting session
  • "Audit my map: broken file references, collisions, traffic splines"
  • "List every node with a clip distance over 100000" (via a saved snippet)

Power user

  • "Search the editor API for anything about splines" / "Read how my fence panel script works"
  • "Run some Lua: ..." — validated against the editor's live functions before it executes
  • "Save that as a snippet" — anything that worked becomes a replayable one-liner

Every write shows a preview first (what, where, how many operations) and only applies when you confirm. Placements land in one group — delete it to undo.

Tool groups

  • core — bridge health, setup diagnostics, validated run_lua, API search, shipped + user script reading, editor events
  • splines — discovery, placement along splines, full edit-point editing (drape/resample/reverse/split/join/offset copies), connected fence lines
  • terrain — texture/foliage bands and polygon fills, height shaping (road beds, U/V riverbeds, relative carve/raise/smooth), flatten pads, slope-based auto-texturing, stats
  • nodes — inspect, transform, rename, safe delete, world-preserving reparent, randomize, terrain/normal alignment, i3d import
  • fields — create fields from splines, ground/fruit painting, farmland ownership + audit, generic info layers
  • hygiene — scene/file-reference/texture/collision/light audits, batch rename/clean/array/replace, XPath into the i3d
  • materials / traffic — shader parameter work; traffic-spline validation (convention-aware)
  • assets — the $data catalog: search, inspect, place; modDesc + placeable validation, fruit/fill types; xml_schema — the game's own 88 XSDs as a browsable reference (every valid element/attribute/enum for any FS25 XML type)
  • vision — screenshots into chat, camera aiming/orbit/top-down tiles, 39 debug render modes, editor log
  • scene — verified save (Ctrl+S + ON_SAVE confirmation), timestamped map backups
  • snippets — save/run/list proven Lua at zero schema cost

Trim what registers with GE_MCP_GROUPS (e.g. core,splines,nodes) to keep context small in schema-heavy clients. Full reference: docs/TOOLS.md.

Snippets: the self-growing toolkit

When Claude writes a run_lua that works and is worth keeping, it saves it:

save_snippet("find-high-clip", lua, description="list nodes with clipDistance > ARGS.limit",
             params="limit=800")
run_snippet("find-high-clip", "limit=500")

Unlimited saved scripts, zero added schema cost, and snippets/ is plain JSON — swap packs with other modders.

Pairs well with

fs25-skills by Paint-a-Farm — AI-agent knowledge for FS25 modding (modDesc standards, Lua patterns, i3d/DDS formats, packaging, debugging). That pack teaches your agent the conventions; ge-mcp lets it act inside the live editor. Claude Code users: two slash commands install it (see INSTALL.md).

Compatibility

GIANTS Editor 10.x / FS25 on Windows. Tested on 10.0.13. Editor updates don't break the bridge (paths auto-detect); new editor APIs appear via refresh_api.

Something broke?

Ask Claude to run setup (it names the broken link) and read_log 40 errors, then open an issue at https://github.com/0h-MARVVV/giants-editor-mcp/issues with both outputs, your GE version, and what you asked for. Most "nothing works" reports are one of the first three rows of the troubleshooting table.

Not affiliated with GIANTS Software. MIT licensed — see LICENSE. Inspired by the community's editor panel scripts (spline paint/height/foliage panels by W_R/Nicolas Wrobel, Farmerboys, FSG, XPModder and others) — this project wraps the same proven engine calls in a conversational, safety-gated interface.

from github.com/0h-MARVVV/giants-editor-mcp

Установка Giants Editor

У этого сервера нет опубликованного пакета — он собирается из исходников. Открой репозиторий и следуй инструкции в README.

▸ github.com/0h-MARVVV/giants-editor-mcp

FAQ

Giants Editor MCP бесплатный?

Да, Giants Editor MCP бесплатный — установка в пару кликов через Unyly без оплаты.

Нужен ли API-ключ для Giants Editor?

Нет, Giants Editor работает без API-ключей и переменных окружения.

Giants Editor — hosted или self-hosted?

Self-hosted: сервер запускается локально на твоей машине командой из раздела установки.

Как установить Giants Editor в Claude Desktop, Claude Code или Cursor?

Открой Giants Editor на unyly.org, выбери вкладку своего клиента (Claude Desktop, Claude Code, Cursor) и нажми Install — конфиг сгенерируется автоматически, без правки JSON.

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